Garry's Mod

Garry's Mod

gm_boreas
Small striped cube under the map.
While Exploring the map, above and under. I came across a small cube under the map with a yellow and black striped texture on the inside of it.

Another thing is there was a black cube under the gm_fork map too.

What do these cubes do and what is their purpose in the map?
Sidst redigeret af λ Gordon Freakin' Freeman! λ; 24. nov. 2018 kl. 11:37
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Shadow 24. nov. 2018 kl. 11:47 
Idk.. probably for custom textures or skyboxes or for like better quality.. idk
Oprindeligt skrevet af ム=_ShadowWolf_I=ム:
Idk.. probably for custom textures or skyboxes or for like better quality.. idk
Looks like it's gonna be a mystery untill Blueberry_pie tells us.
Mr.EpicMemerMan 24. nov. 2018 kl. 12:15 
Yeah there was one like it in fork but I'm pretty sure it was either put there as a material thing to access in the map creator.
SilverByte 24. nov. 2018 kl. 12:26 
From what I know; boxes like the ones under these maps, called "event boxes," I think, are usually used in place for events in the map. These may be used for something like the weather.
Mr.EpicMemerMan 24. nov. 2018 kl. 12:35 
For some reason I keep reading this topics name as, Small Stripped Club under the map. XDXD
Blueberry_pie  [udvikler] 24. nov. 2018 kl. 23:42 
The simple answer: it's not a secret and it's not meant for anything you can interact with :)

The technical answer: All of the trees in the map are combined into several large models to improve performance, but this caused some issues with light_dynamic entities (for example, when using the light tool, or driving around the map with SCars). I needed a dark, inaccessible area that could act as the lighting origin for all of these models. This essentially prevents them from being affected by dynamic lights altogether (which still isn't ideal, but it's not as noticeable). Static lighting and flashlights still work fine, however.
NutLoaf 25. nov. 2018 kl. 1:22 
Finaly a answer
Oprindeligt skrevet af Blueberry_pie:
The simple answer: it's not a secret and it's not meant for anything you can interact with :)

The technical answer: All of the trees in the map are combined into several large models to improve performance, but this caused some issues with light_dynamic entities (for example, when using the light tool, or driving around the map with SCars). I needed a dark, inaccessible area that could act as the lighting origin for all of these models. This essentially prevents them from being affected by dynamic lights altogether (which still isn't ideal, but it's not as noticeable). Static lighting and flashlights still work fine, however.

Ah right okay. Thanks for the answer :D
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